See my second entry here : http://forum.unity3d.com/threads/166944-Pyroclastic-Puffs-DX11-Comp-Entry I would like to share with you all my DX11 competition entry. It's called Fluidity. As you might of guessed from the title, its a fluid simulation. Most of the heavy work is done inside the compute shader (IE. all of the physics and ray-marching) with the odd exception, such as depth composition and sorting. Multiple simulations can be run (although I only expose controls for the main attraction in the GUI) and multiple renderers can be run (for example, the four small fluid emitters in the center all share the same simulation, but each have their own renderer). Also, simulations can be linked to motion or animation (like the fluid emitter that orbits the scene). Also, as a little bonus, I have added in my voronoi destruction stuff to show how the raymarch rendering works in a dynamic environment. It's something I have been working on for a while but this competition has really pushed me to get it finished and looking great! And I'm fairly pleased with the results, so without further delay (and without getting too technical), here is my finished build : View attachment $Fluidity.zip And for the hardware impaired, here is a video : I hope you like it! I'm happy to answer any questions you have. Thanks.